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Question by _Kelen123_ · Jul 02, 2021 at 10:22 AM · inspectoreditor-scriptingserializationattributeproperty drawer

Multiple scripts reference to the same SerializeField

I've searched internet for days and desperate to find for help. I need two scripts can reference the same SerializeField, which mean the modification of one on inspector can effect the other.

alt text

Could anyone please tell me the solution, I'm very appreciated.

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Answer by Namey5 · Jul 02, 2021 at 12:10 PM

This is where ScriptableObjects are helpful:

https://docs.unity3d.com/Manual/class-ScriptableObject.html

Let's say you wanted a float to be shared between the objects - you can move that float into it's own ScriptableObject script;

 [CreateAssetMenu(fileName = "SharedFloat", menuName = "SharedFloat")]
 public SharedFloat : ScriptableObject
 {
     public float value;
 }

With the CreateAssetMenu attribute you can then create a new SharedFloat object in the project assets, within which you can add your value. Then, in your scripts, you can instead reference the SharedFloat object and drag in your created asset;

 [SerializeField] private SharedFloat m_MyFloat;
 
 ...
 
 SomeFunction (m_Float.value);
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avatar image _Kelen123_ · Jul 02, 2021 at 02:37 PM 1
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Is there another way through editor-scripting?, I think that's an interesting idea but the using of ScriptableObject would make it unnatural to access the data and if the project become large, many ScriptableObject assets can make it hard to organize.

avatar image rage_co _Kelen123_ · Jul 02, 2021 at 02:53 PM 1
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I guess it's the opposite, scriptable objects are actually way more useful with larger projects but can become an unnecessary complication with smaller ones. Believe me, your project would be a million times messier if you don't use Scriptable objects

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